Ok, I am going to do this in a nice long annoying post.

I know you guys will just love me for it. I am posting all of the perks and flaws as they appear on the Thardferr site and one by one you will get my thoughts on them.

Perks
Alchemy Education
(6): Your Priest or Wizard learned how to prepare potions, and can prepare potions with a 100 experience-point-cost per level. Therefore, at level 1 he can prepare potions that cost 100 or less experience points and at level 5 he can prepare potions giving 500 or less experience points.
I think this is one heck of a powerful perk as it is written. One thing I think needs to be added. For a mage to normally prepare a potion he must research it, to find out what needs to be done to create it. I do not think that requirement should be removed by having this perk. So I would like it included in the description of the perk. Just a line like "The Priest or Wizard must still research the potion formula normally."Ambidextrous
(4): With this perk, you can fight with both hands without a To-Hit penalty. However, the second weapon must be smaller than the first (L over M, or M over S). Normal penalties for weapons in which you have no skill will certainly apply, as well as penalties to a weapon that can not be used one-handed as well.
This is really useful to non warriors and rogues. Warriors and Rogues pay 4 to just have the penalties reduced by a small amount, while mages and preists pay 4 to gain a whole new ability. Normally only warriors or rogues can use two weapons in a fight anyhow, so perhaps make two versions of this. A 2 point version for Warriors and Rogues, and keep the 4 point version for Wizards and Priests.Beautiful
(2): This perk gives you +1 to all Charisma rolls without increasing the actual ability score, and +3 to NPC reactions.
I do not see a big problem with this one. Any comments anyone?Critical Hit Bonus
(3): You are very accurate in your hits, which doubles your chance of landing a critical hit (20-19 on a d20 instead of 20). However, this does not mean you will always hit on a 19.
Sounds good, I do not think this needs any reworking either.Fantastic Memory
(4): You character can memorize 1 additional spell per spell level. However, this perk is NOT cumulative with the bonus for specialist wizards.
Good news, Fantastic Memory is how it shows up on the site. This I think should be available to specialist mages also, or we need to create a perk specifically for specialist mages that general mages cannot take. I have included one I just came up with down at the bottom of this post.Fast
(1-3): Your character is exceptionally fast, which gives him +1 to initiative rolls for each point spent on the perk.
No problem here that I can see.General Knowledge
(1-3): You get 1 more Non-Weapon Proficiency slot for every point you spend on this perk.
Ok, looks good. Unless we want to change it around for the heck of it.Good Education
(2): Your Wizard PC had a great education, and his DM chooses 4 additional starting spells of level 2 or less. Note: This does not mean that the PC can use them, yet.
That works, I mean it is fair and all. But I do not think we need it as a perk in general. I would be all about just deleting this one personally.High Experience
(5): This perk allows you to start at level 2. For multi-class individuals, the class with the highest experience cost starts at level 2.
Sounds fair. I think anyone who takes it is a fool. (I took it with Dracut, I was a fool) Considering that it takes a few games to get that level and it was basically a waste of a good 5 points.Knowledge
(2): This perk gives you +3 to all intelligence checks. It does not increase your intelligence statistic, but gives you better chance of having successful intelligence rolls, and gives Wizard spellcasters a +15% chance to Learn Spells.
Ok, yeah, for the cost this is way too good. I think that it could be split into two different perks. One "Spell Learning Bonus" which would be 2 points and give +15% to learn a spell and +5% to researching them. Second "Trivia Hound" which would give a +2 to Int rolls pertaining to knowing something or knowledge based skills, also 2 points.Lucky
(1-3): Your character is incredibly lucky, giving him 5 chances per point spent on this perk. These chances are used by rerolling a single die roll when an unfavorable situation presents itself to the PC. This can be a proficiency check, a combat roll, or even the opponent's combat roll. Once these chances are "spent," they never come back. Additionally, you can never ask for a second chance on the same dice throw.
I have always thought that this was a fun perk. Gives new meaning to the phrase "Your luck has run out"Magical Energy
(6): You are surrounded by a powerful magical energy. This Perk is only available to those born to parents who both practice magic. A Detect Magic spell will reveal this aura. The magical energy around you gives you a magic resistance of 10% against all spells, beneficial or not. Hence, a Cure Light Wounds will fail 10% of the time when used on the PC.
Ok, this one I have a lot of random problems with. I would think that a mage who is from a family of mages would know how to control the magic that is intrinsically a part of him and allow beneficial spells through, when consciously attempting to do so. For 6 points, 10% magic resistance is pretty good, considering I know of no other way to get it in Thardferr. I do not know exactly what to do to make this a fair perk. Much discussion needs to go on with it.Perception
(3): Having a high perception can be extremely useful. It gives your character a bonus of 1 when attempting to find secret passages, and it also gives him 5% bonus on Open Locks, Find Traps, and Detect Noise if the PC is a thief. Otherwise, the PC can be assumed to have a base 5% chance (modified by Dexterity and Race) thanks to this perk.
Ummm, right now this looks good. I can live with it the way it is.Resistant
(6): Your body is exceptionally resistant to damage and injury. At creation, your character begins with an additional HD of the appropriate class or highest class for Multi-class PCs (a roll of d4, d6, d8, or d10). Additionally, for every level beyond the first, you gain an additional single HP per level.
This has been reworked a lot and I stand by the reworking that has been done.Specific Race Attack Bonus
(2): You get +1 to hit and +1 to damage when fighting a single specific race of your choice. Note: This would apply to dwarves, for example, but not deep dwarves. This is not cumulative with a Ranger's specific Hated Race.
Yeah, looks good to me.Special Resistance
(2-3): Your character gets bonus to his Saving Throws equal to the points you spent minus 1. However for each point spent, your character has 5% cumulative chance for any magical item he uses to not function. The Saving Throw bonuses provided by this perk are NOT cumulative with racial or class bonuses. Examples of these non-cumulative bonuses include the bonuses to Saving Throws enjoyed by paladins, druids, dwarves, gnomes, halflings, etc.
I like this one the way it is.Specific Weapon Bonus
(4): You get +1 to hit and +1 to damage with a specific chosen weapon. However this perk is NOT cumulative with Weapon Specialization. Therefore you cannot have your Specific Weapon bonus on the same weapon that you are Specialized in.
Looks to me like ti could stay the same and there would be no problems.Thief Skills
(4): A PC picks two thief skills and starts with a score of 10% in them, modified by Dexterity and Race. For each level that PC gains, (or each average of 1 level for multi-classed PCs) the individual picks up 5 points to spend on their thief skills. This perk is not available to Thieves.
I think this can work, although I think that it could be extended to allow thief skills to include thieve's cant, scroll casting at 10th level, and possibly a slower advancement in backstab. But those would need to be looked at.Unknown Symbol
(3 to 6): At your character's creation you will be given a magical symbol (tattoo, birthmark, etc) that provides an unknown ability of which you have no specific knowledge. The power of the symbol increases with the points you spend upon it.
My opinion on this is unknown. Well besides I think it should range from 1-6.Weapons Master
(3): With this perk, the character has increased his ability with weapons above and beyond the norm for his class. The PC may gain 2 more Weapon Proficiencies at character creation. If the character is not a fighter, they may use these two Weapon Proficiencies to gain the ability to be proficient with a weapon usually not allowed to their class. The weapon must be no heavier than one third the PC's Strength score. Thus, a short sword weighing 3 pounds would be allowed to a PC with a Strength of 9 or better, but a long sword would require a PC with a Strength score of 12 or better. Note that the PHB only allows ONE weapon specialization, and it is for a single-class fighter ONLY.
For the cost this is a fair perk. I have no problems with it.Flaws
All Weapon Penalty
(2): You get -1 to hit with all weapons, including spells that require To Hit rolls.
This should not be allowed to be taken by any class that is not allowed to have Weapon Proficiencies. I recall the old SP of Celenia could not gain WP, this might have changed. If it has not I think that this could be used just to get some easy points for them. This could also be a 3 point flaw for warrior classes.Bad Health
(6): These individuals are susceptible to increased negative health effects. They are as sickly as babies, and they suffer the reduction of HD to change to the next lowest level (a d10 becomes d8, etc, whilst a d4 becomes d3). Additionally, these individuals suffer a -1 HP penalty for each additional level gained, with a minimum of one hit point per level.
Change of wording to "They were sickly as babies". Also include a -1 to saves against poison and a -1 to con checks, or a reduction on system shock or such.Code of Honor
(2-3): You have a very strict code of honor to respect. You will get 2 point if your code has at least 4 elements in it and 1 more point if your code has at least 10 elements in it. The elements must not be too close to one another.
Include a line about "Must be approved by a DM, and elements cannot be things already included in a character's class requirements". Meaning a paladin could not take this and include elements that all paladings need to follow anyhow.Crippled Limb
(6): These individuals suffer from the loss of one extremity appendage rolled at random by the DM (d8; 1-2=Rt. hand, 3-4=Lt. hand, 5-6=Lt. foot, 7-8=Rt. foot). Those suffering physical handicap in their hands find that hand useless for most tasks other than serving as dead weight. Those with a crippled foot suffer a loss of movement (33%) and make Initiative and movement-based Dexterity checks at a -1 penalty.
I think that it should be a 5 point perk and the play should be allowed to choose. After all, it would probably be in their history and unlike other things like Unstable Mental Health or UKS this requires very little DM input.Excessive Body Odor
(1): Individuals with this flaw, constantly radiant a foul stench around themselves. This is most noticeable within 5 feet, but can be smelt at greater distances. Individuals with a Tracking skill gain bonuses to track these individuals if their trail is recent. This stench is in addition to the natural musk of orcish PCs.
Yeah, looks good to me. Maybe include something else, not sure what. Just feels like it is lacking something small.Fat / Slim
(1): Your character is exceptionally fat or skinny, giving him + or - 20% of his weight. For Fat individuals movement is lowered by 33% and initiative is slower with a +1 penalty, whilst Slim individuals suffer all constitution checks at -2, including resurrection/survival rolls.
Ok, that can work.Low Critical Hit
(2): You cannot make any critical hits.
Hehe, no critical hits for you. Lets keep this.Low Perception
(2): This flaw gives your character a -1 penalty when trying to find secret passages (1 on a d10 instead of 1 on a d6). It also gives him -5% on the Open Locks, Find Traps, or Detect Noise thief skills.
I think that what someone said before about this being more hurtful to thieves than anyone else holds true and needs to be looked into.Magic Disbelief
(2): Individuals possessing this flaw find the concept and practice of magic highly unlikely. Therefore, these individuals are more susceptible to magical attacks, since instead of acting in their best interests, they believe it's all just some trick. This transfers to a -2 penalty to all Saving Throws versus magic, accounting for their increased susceptibility. Moreover, items that demonstrate magical properties are viewed in the most suspicious light, and disdained by such individuals.
Include a line about illusions. In the past they got a benefit where they disbelieved a lot of illusions really quickly, I think that it should be made clear that this gives no benefit in disbelieving illusions.Magic Sensitivity
(4-6): Individuals with this flaw suffer disorientation and anxiety in the presence of spells and spell-like devices with an active effect. The flaw does not give the ability to discern the location or distance to the emanations, just the presence of it. When in the presence of active magic the character will be +/-1 to any and all rolls, modified for negative results. This includes proficiency checks, combat, Saving Throws, etc. Thief skills or any percentage checks are modified by +/-5% per +/- 1 modifier. Each point past the basic cost of four increases this negative reaction by +/-1. The range of this flaw increases with the points taken for it, starting at roughly 25 feet and extending to 50 feet for 5 points, and 100 feet for 6 points.
Ok, might need some tweaking here and there, but I don't know what.Night-Blindness
(3): Individuals with this perk are effectively blind in low-light conditions. In the presence of weaker light sources such as torches, these individuals suffer a -2 on all checks involving eyesight (Combat, perception, etc). For those possessing Infravision, the effective range of the ability is halved and they still suffer perception problems up close.
This really should be grouped with the poor vision flaw down at the end. But I think this can work.No Resistance
(1-3): All PC saving throws are lowered by one for each point you take in this flaw. Thus, a penalty of -1 is incurred at the lowest flaw point cost, up to a maximum penalty of -3.
Ok, lets keep it like this.Panic
(4): In any given situation where high levels of stress are found, those possessing this flaw must make a Saving Throw versus Paralyzation in order to act. Those failing the saving throw will, On a d6:
1-2: Do nothing but stand paralyzed with fear for 1d6 rounds, then check again
3-5: Run away to a safe distance
6: Physically attack anything threatening to them, even if it's something like a volcano or a dragon.
I do not see a problem with it.Poor Memory
(6): This flaw causes Wizards to forget or misplace spells at random each day during the course of the day. In order to cast any spell the magi must make a successful Save versus Spells to locate the right spell. A failed save may indicate an incorrect spell being cast (15%) or no spell being recalled at that moment in time. Multiple attempts can be made at a cost of 1 round of time for each attempt to recall the correct spell. NOTE: Available ONLY to Wizards or Multi-classed PC's with a Wizard class included. This includes Bard.
I think this works fine. Might want to look into it instead having a chance for one spell to at random be lost from memory each morning. Or perhaps more than one. Which spell it is will be a secret from the PC of course. For the high cost of this, perhaps 1 spell from each spell level will be lost. With a save vs spell being made for each one, with the level of the spell as a negative modifier. I am such a mean person.Slow
(1-3): Your character is exceptionally slow, which gives him a -1 penalty to initiative rolls for each point spent on this flaw.
Looks good to me.Ugly
(2): This perk gives you -1 to all Charisma rolls without changing the Charisma statistic, and -3 to NPC reactions.
Ok.Unknown Flaw
(1 to 5): At your character creation you will be unaware of your unknown flaw, which will be rolled/determined secretly by your DM. Throughout the course of your adventuring life, this flaw may hinder you in various situations, depending upon those situations. The higher level flaws can be quite severe.
Why can this not go up to 6? I know it used to. It should.Unlucky
(4-5): Your character has a really bad luck which doubles the enemy chances of making critical hits on you, and lower your AC by 2 points. If you want to get 5 points for this flaw, your AC will be lowered by 1 additional point and enemies will have triple chances of doing critical hits on you. Note that AC penalties apply to both front and rear attacks.
Mr. T says: I pity da foo' who takes this flaw, lets keep it.Unstable Mental Health
(5): This flaw manifests itself at odd times, usually checked when stress or other events occur that put pressure upon the PC. A failed Saving Throw versus spell indicates that the mental problem has resurfaced, and as such the PC is prone to very odd behavior either immediately or at some time in the future. Kleptomania, Megalomania, Paranoia, Dementia, Childhood Reversion, Multiple Personality Disorder, etc. are possible, but should be determined secretly by the DM. Keep in mind that this is a 5-point flaw, and expect that the mental instability will be more than a slight annoyance.
I like the idea of having this like the UKS and have steps, ranging from 1-5. This gives a lot more variability, and can lead to much more interesting RP. Instead of having major drawbacks it could allow for minor drawbacks with an interesting personal problem.Vision Impairment
(2): This flaw reduces the range at which an individual is accurate with any missile weapons, including thrown melee weapons. The penalty for ranges is assessed as follows: Short = (-2), Medium = (-4), Long (-10).
I think this somehow needs to be worse. Make them roll a save to identify a person they have only seen a few times. Things like that.Ok, my new perk.

This is special only for specialist wizards.
Minor Barred Access
(6) The specialist is able to gain access to spells from a school which they are barred from using. One school is chosen at the begining of the character's career. They are capable of casting spells from that school as if they were half the level they are as far as level based effects. And they can only learn spells of their chosen barred school if they are half the level of the highest spell they can cast. So a 7th level Illusionist could cast 2nd level spells from his chosen school, but would only be as effective as a 3rd level mage when casting them. They also suffer a -10% chance to learn them, and cannot research from their barred school.